147 lines
4.6 KiB
C++
147 lines
4.6 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2016 Cirilo Bernardo <cirilo.bernardo@gmail.com>
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* Copyright (C) 2021 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file wrlfacet.h
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* declares classes to help manage normals calculations from VRML files
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*/
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#ifndef WRLFACET_H
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#define WRLFACET_H
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#include <list>
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#include <vector>
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#include "wrltypes.h"
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#include "plugins/3dapi/ifsg_all.h"
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class SGNODE;
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class FACET
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{
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public:
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FACET();
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void Init();
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bool HasMinPoints();
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bool HasColors();
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/**
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* Add the vertex and its associated index to the internal list of polygon vertices.
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*/
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void AddVertex( WRLVEC3F& aVertex, int aIndex );
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/**
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* Add the given RGB color to the internal list.
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*
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* For per-face coloring only a single color needs to be specified. For a per-vertex
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* coloring the color must be specified for each vertex.
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*/
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void AddColor( const SGCOLOR& aColor );
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/**
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* Calculate the normal to the facet assuming a CCW orientation and perform the calculation
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* of the angle weighted vertex normals.
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*
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* @return is the max. magnitude of any component of the normal or zero if there is a
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* fault or the normal has already been calculated.
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*/
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float CalcFaceNormal();
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void Renormalize( float aMaxValue );
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/**
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* Calculate the weighted normal for the given vertex.
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*
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* @param aIndex is the VRML file's Vertex Index for the vertex to be processed.
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* @param aFacetList is the list of all faces which share this vertex.
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*/
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void CalcVertexNormal( int aIndex, std::list< FACET* >& aFacetList, float aCreaseAngle );
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/**
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* Retrieve the angle weighted normal for the given vertex index.
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*
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* @param aIndex is the VRML file's Vertex Index for the vertex to be processed.
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* @param aNorm will hold the result.
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*/
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bool GetWeightedNormal( int aIndex, WRLVEC3F& aNorm );
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/**
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* Retrieve the normal for this facet.
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*
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* @param aNorm will hold the result.
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*/
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bool GetFaceNormal( WRLVEC3F& aNorm );
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/**
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* Package the internal data as triangles with corresponding per-vertex normals.
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*
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* @param aVertexList is the list of vertices to add to.
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* @param aNormalsList is the list of per-vertex normals to add to.
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* @param aColorsList is the list of per-vertex colors (if any) to add to.
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* @param aVertexOrder informs the function of the vertex winding order.
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*/
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bool GetData( std::vector< WRLVEC3F >& aVertexList, std::vector< WRLVEC3F >& aNormalsList,
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std::vector< SGCOLOR >& aColorsList, WRL1_ORDER aVertexOrder );
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int GetMaxIndex()
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{
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return maxIdx;
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}
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/**
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* Add a pointer to this object at each position within \a aFacetList referenced by the
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* internal vertex indices.
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*/
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void CollectVertices( std::vector< std::list< FACET* > >& aFacetList );
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private:
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std::vector< WRLVEC3F > vertices; // vertices of the facet
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std::vector< SGCOLOR > colors; // per-vertex/per-face color (if any)
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std::vector< int > indices; // index of each vertex
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WRLVEC3F face_normal; // normal of this facet
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std::vector< WRLVEC3F > norms; // per-vertex normals
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std::vector< WRLVEC3F > vnweight; // angle weighted per vertex normal
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int maxIdx; // maximum index used
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};
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class SHAPE
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{
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public:
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~SHAPE();
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FACET* NewFacet();
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SGNODE* CalcShape( SGNODE* aParent, SGNODE* aColor, WRL1_ORDER aVertexOrder,
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float aCreaseLimit = 0.74317, bool isVRML2 = false );
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private:
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std::list< FACET* > facets;
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};
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#endif // WRLFACET_H
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